M1 回合制战斗架构收敛与 1v1 攻击闭环:BattleRuntime 内核、组件唯一入口、UI 数据驱动与 EditMode 测试
- 删除中间契约(BattleStartRequest/BattlePlayerInput/BattleReturnPlan/桥接与策略接口/FlowState),收敛为 BattleViewState/BattleStep/一层 BattleEvent - 新增内部 BattleRuntime/BattleUnit/BattleStatus 共享上下文;TurnBattleComponent 成为唯一外部入口,吸收启动/暂停/回写职责 - 内核支持 1v1 攻击闭环:效果公式、HP/MP 钳制、阵亡、Victory/TotalDefeat、敌人随机决策;敌人行动间歇 0.6s 由组件协程编排并经 StepListener 推送 - UI:玩家卡片/敌人槽/回合槽按战局重建,图标配置驱动(含新增 EnemyConfig.Icon),每轮刷新一次 TurnSlots 且轮内只移动高亮 - 新增 Tests 程序集 + InternalsVisibleTo,25 个 BattleRuntime 纯逻辑用例全部通过
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@@ -1,6 +1,11 @@
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using Cysharp.Threading.Tasks;
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using SepCore.AsyncTask;
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using SepCore.Battle;
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using SepCore.Definition;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityGameFramework.Runtime;
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namespace SepCore.UI
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{
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@@ -14,24 +19,74 @@ namespace SepCore.UI
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[SerializeField] private TextMeshProUGUI enemyName;
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[SerializeField] private TextMeshProUGUI hpText;
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public Button TargetButton => targetButton;
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public GameObject SelectedMarker => selectedMarker;
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public Image Icon => icon;
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public Image HpFill => hpFill;
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public TextMeshProUGUI EnemyName => enemyName;
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public TextMeshProUGUI HpText => hpText;
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private int _iconVersion;
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#if UNITY_EDITOR
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public void ConfigureEditor(Button button, GameObject marker, Image iconImage, Image hpFillImage,
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TextMeshProUGUI nameLabel, TextMeshProUGUI hpLabel)
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/// <summary>
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/// 用战斗单位视图填充敌人槽:名称、HP 数值与血条、配置图标和当前行动者标记。
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/// 阵亡或已逃跑目标不可选。
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/// </summary>
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public void SetEnemy(BattleUnitView unit, bool isCurrentActor)
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{
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targetButton = button;
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selectedMarker = marker;
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icon = iconImage;
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hpFill = hpFillImage;
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enemyName = nameLabel;
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hpText = hpLabel;
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if (unit == null)
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{
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return;
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}
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if (enemyName != null)
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{
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enemyName.text = BattleUnitViewHelper.GetDisplayName(unit);
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}
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if (hpText != null)
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{
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hpText.text = unit.CurrentHp + " / " + unit.MaxHp;
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}
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SetBar(hpFill, unit.CurrentHp, unit.MaxHp);
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if (selectedMarker != null)
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{
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selectedMarker.SetActive(isCurrentActor);
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}
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if (targetButton != null)
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{
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targetButton.interactable = !unit.IsDefeated && !unit.IsEscaped;
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}
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_iconVersion++;
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ShowIconAsync(BattleUnitViewHelper.GetEnemyIconConfig(unit.ConfigId), _iconVersion).Forget();
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}
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/// <summary>
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/// 异步加载敌人图标;iconVersion 用于防止复用格子时旧加载结果覆盖新内容。
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/// </summary>
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private async UniTaskVoid ShowIconAsync(SpriteConfig iconConfig, int iconVersion)
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{
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if (iconConfig == null || icon == null)
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{
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return;
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}
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Sprite sprite = await SpriteLoader.LoadSpriteAsync(iconConfig);
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if (sprite == null || _iconVersion != iconVersion)
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{
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return;
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}
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icon.sprite = sprite;
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icon.gameObject.SetActive(true);
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}
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private static void SetBar(Image fill, int current, int max)
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{
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if (fill == null)
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{
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return;
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}
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float ratio = max > 0 ? Mathf.Clamp01((float)current / max) : 0f;
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fill.rectTransform.anchorMax = new Vector2(ratio, 1f);
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}
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#endif
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}
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}
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}
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